public void ExecuteAI(object sender, Grid.TurnEventArgs turnEvent) { if (turnEvent.Team == Team.Enemy && turnOnAI) { foreach (Unit enemy in Teams[Team.Enemy]) { //Debug.Log("Executing AI"); enemy.gameObject.GetComponent <EnemyAI>().Act(); } EndTurn(); StartTurn(); } }
public void EndOfTurnEffects(object sender, Grid.TurnEventArgs turnEvent) { if (turnEvent.Team == Team) { HasActed = true; foreach (Effect effect in TurnEndEffects) { if (effect.Duration > 0) { effect.Execute(this); effect.Duration -= 1; } else { effect.Remove(this); } } } }
public void StartOfTurnEffects(object sender, Grid.TurnEventArgs turnEvent) { if (turnEvent.Team == Team) { HasActed = false; foreach (Effect effect in TurnStartEffects) { if (effect.Duration > 0) { if (effect.PointOfAction != Effect.Frequency.Immediate) { effect.Execute(this); } effect.Duration -= 1; } else { effect.Remove(this); } } } }